vk__ • PM |
Jul 12, 2010 4:04 PM
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VK!*
![]() Posts: 460 |
Hello dear players =),
I am almost done with my second map, called Sektor8. It's a large indoor concrete toxic gass filled docking station. I want to release it before i go on vacation saturday the 17" for 2 weeks. It's almost done for beta fase. I spent more than 100 editing hours. Not talking about thinking and custom textures search. Gosh! But i think it was worth it. ![]() Well here is a glimp: ![]() ![]() ![]() ![]() I hope u are curious! Ideas, suggestions are welcome! ![]() Greetings, VK
Last edited by: vk__ Jul 12, 2010 4:40 PM
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xicesnake • PM |
Jul 12, 2010 4:53 PM
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[*]X!ceSnake
![]() Posts: 255 |
me I'm curious
![]() Personnaly, it could be funny to put a biotank on this map (coz the lats picture will be in the same way ![]() 2 deemers (one for each team) and 1 cgv (chaos gravity vortex - Now let's call it CGV, it's shorter ![]() Good luck vk ![]() PS : What about SEKTOR0 ? :p ![]() ![]() ![]() ![]() ![]() |
lizat-king • PM |
Jul 12, 2010 7:32 PM
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lizat-king
![]() Posts: 73 |
Sektor 0 is the Final Conflict, i mean, but i dont remember.
![]() Edit: Btw. thank you vk, to take my Idea of the Name for your new Map. ![]()
Last edited by: lizat-king Jul 12, 2010 7:35 PM
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crusha_k_rool • PM |
Jul 13, 2010 5:58 AM
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[GSPB]Crusha
![]() Posts: 926 |
Well, giving suggestions would be easier if you would have shown more from the map than a few walls in a damn angle.
![]() Maybe make a topdown shot in the editor so that we can see the walkable layout. ![]()
Last edited by: crusha_k_rool Jul 13, 2010 5:58 AM
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vk__ • PM |
Jul 13, 2010 11:22 AM
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VK!*
![]() Posts: 460 |
@snake
Jup good idea, i totally forgot to use bio stuff. @ lizat, no thanks to u ![]() Ah, crusha awaked from the death? ^^ I got some questions; Is it possible to play a sound when a player get (for example) a superweapon to alert other players? If u want i send u the beta for closer look before i post it ![]()
Last edited by: vk__ Jul 13, 2010 11:23 AM
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crusha_k_rool • PM |
Jul 13, 2010 4:02 PM
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[GSPB]Crusha
![]() Posts: 926 |
I am still not back at my UT-PC until Friday, so I can't check if some event is triggered when the weapon is picked up, but you could simply place a Trigger and an UnrealScriptedSequence that plays a sound when the Trigger gets touched by a player.
You can take a look at Sektor 9, I placed some of these combinations there. One is at the big door at the Node where the Vortex is. You can see the Trigger, which has a very big collision radius set in it's collision properties (you can see the radius by right-clicking on the Viewport bar and selecting View -> Radii), so that it catches close players' movement for sure and the UnrealScriptedSequence, which has four commands set in the AIScript group: 1. Wait for Event *event name of the Trigger* 2. Play Sound *here it's a scary sound that comes from the location of this actor* 3. Wait for Timer *so that the sound can't play again right after the event was triggered* 4. GoTo action 1. *so that we wait for the event again* Some more of these combinations are at the wooden plank at the big stair. The Triggers there have a very flat collision cylinder (so that the sound of creaking planks gets not played when the player isn't touching the ground; this is very likely used for water puddles and other things on the ground that emit sound in DM-maps, so that the players can hear each other if one of them steps into such a sound trap) and is additionally set to react only on certain classes ("ProximityType = ClassProximity"), in my case I set the class to Vehicle, so the plank will only creak if a vehicle drives over it. So if you place a Trigger at your WeaponBase, then you can achieve this. However, it will play always then when it gets touched, independent of whether a weapon is there or not. You can uncheck bAttenuate to keep the sound at the same loudness everywhere in it's radius (the UnrealScriptedSequence is the source of the sound, so place it where you want the people to know that the weapon has been taken), so you can probably play the sound for everyone in the map if you find out how to adjust the radius. Maybe it's the collision radius of the actor.. ![]()
Last edited by: crusha_k_rool Jul 13, 2010 4:06 PM
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vk__ • PM |
Jul 14, 2010 10:30 AM
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VK!*
![]() Posts: 460 |
Here are new screenshots:
![]() > SEKTOR 8 - THE BATTLE CONTINUES! ![]() ![]() ![]() ![]() First opinions? Greetz, VK
Last edited by: vk__ Jul 14, 2010 10:46 AM
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xicesnake • PM |
Jul 14, 2010 11:59 AM
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[*]X!ceSnake
![]() Posts: 255 |
lloks nice
![]() Some of stuff comes from Deck 17 right ? ![]() ![]() ![]() ![]() ![]() |
vk__ • PM |
Jul 14, 2010 12:36 PM
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VK!*
![]() Posts: 460 |
U think the bridges, no- self made. Nothing comes from Deck17
![]() First launch on server, most of people like the map.. so that's a good begin. Now i need to change stuff ![]()
Last edited by: vk__ Jul 14, 2010 12:38 PM
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vk__ • PM |
Jul 14, 2010 2:21 PM
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VK!*
![]() Posts: 460 |
ONS-SEKTOR8-THE-BATTLE-CONTINUES
Download beta 2: http://www.2shared.com/file/JVWmP8uk/ONS-SEKTOR8-THE-BATTLE-CONTINU.html ******************************************** Changes between beta1 and 2.1: Added emitters for jump pads Added new jump pads Added new vehicles Removed some vehicles Removed some nodes New Link Setup Fixed the respawn places Fixed building times for nodes Fixed vehicles for each node Fixed superweapon(s) Download beta 2.1: http://www.2shared.com/file/ZlxNfMBH/ONS-SEKTOR8-THE-BATTLE-CONTINU.html ![]() ![]() ![]()
Last edited by: vk__ Jul 14, 2010 4:28 PM
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